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fix(Core/Movement): (#7008)
- Get zone/area IDs from vmap data in the liquid update - Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup - Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields. - Clean up liquid state handling on Unit and Player - Implemented getting area id from gameobject spawns. - Removed old core related to getting movement flags dependent on environment. - Movement flags are now processed more precisely and dynamically. Original source: TrinityCore. - Closes #5086 - Updates #2208.
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@@ -531,7 +531,7 @@ void BattlefieldWG::OnCreatureCreate(Creature* creature)
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case NPC_TAUNKA_SPIRIT_GUIDE:
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{
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TeamId teamId = (creature->GetEntry() == NPC_DWARVEN_SPIRIT_GUIDE ? TEAM_ALLIANCE : TEAM_HORDE);
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uint8 graveyardId = GetSpiritGraveyardId(creature->GetAreaId(true));
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uint8 graveyardId = GetSpiritGraveyardId(creature->GetAreaId());
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// xinef: little workaround, there are 2 spirit guides in same area
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if (creature->IsWithinDist2d(5103.0f, 3461.5f, 5.0f))
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graveyardId = BATTLEFIELD_WG_GY_WORKSHOP_NW;
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